mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2026-08-23 12:07:27 +01:00
@@ -15,7 +15,7 @@
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var/const/waittime_l = 600
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var/const/waittime_h = 1800 // started at 1800
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var/AI_win_timeleft = 2000 //started at 2000, in case I change this for testing round end.
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var/AI_win_timeleft = 1500 //started at 1500, in case I change this for testing round end.
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var/malf_mode_declared = 0
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var/station_captured = 0
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var/to_nuke_or_not_to_nuke = 0
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@@ -72,10 +72,11 @@
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desc = "A display case for the captain's antique laser gun. It taunts you to kick it."
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/obj/structure/displaycase/captains_laser/New()
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req_access = list(access_captain)
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occupant = new /obj/item/weapon/gun/energy/laser/captain(src)
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req_access = list(access_captain)
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locked = 1
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update_icon()
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spawn(5)
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occupant = new /obj/item/weapon/gun/energy/laser/captain(src)
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update_icon()
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/obj/structure/proc/getPrint(mob/user as mob)
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return md5(user:dna:uni_identity)
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@@ -1,6 +1,6 @@
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//NOTE: Breathing happens once per FOUR TICKS, unless the last breath fails. In which case it happens once per ONE TICK! So oxyloss healing is done once per 4 ticks while oxyloss damage is applied once per tick!
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#define HUMAN_MAX_OXYLOSS 3 //Defines how much oxyloss humans can get per tick. A tile with no air at all (such as space) applies this value, otherwise it's a percentage of it.
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#define HUMAN_CRIT_MAX_OXYLOSS ( (last_tick_duration) /5) //The amount of damage you'll get when in critical condition. We want this to be a 5 minute deal = 300s. There are 100HP to get through, so (1/3)*last_tick_duration per second. Breaths however only happen every 4 ticks.
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#define HUMAN_CRIT_MAX_OXYLOSS ( (tickerProcess.getLastTickerTimeDuration()) / 3) //The amount of damage you'll get when in critical condition. We want this to be a 5 minute deal = 300s. There are 100HP to get through, so (1/3)*last_tick_duration per second. Breaths however only happen every 4 ticks.
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#define HEAT_DAMAGE_LEVEL_1 2 //Amount of damage applied when your body temperature just passes the 360.15k safety point
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#define HEAT_DAMAGE_LEVEL_2 3 //Amount of damage applied when your body temperature passes the 400K point
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@@ -449,10 +449,6 @@
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item.throw_at(target, item.throw_range, item.throw_speed, src)
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/mob/living/carbon/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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..()
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bodytemperature = max(bodytemperature, BODYTEMP_HEAT_DAMAGE_LIMIT+10)
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/mob/living/carbon/can_use_hands()
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if(handcuffed)
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return 0
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@@ -576,32 +576,34 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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//Body temperature is too hot.
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fire_alert = max(fire_alert, 1)
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if(status_flags & GODMODE) return 1 //godmode
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switch(bodytemperature)
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if(species.heat_level_1 to species.heat_level_2)
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature")
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if(bodytemperature >= species.heat_level_1 && bodytemperature <= species.heat_level_2)
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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if(bodytemperature > species.heat_level_2 && bodytemperature <= species.heat_level_3)
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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if(bodytemperature > species.heat_level_3 && bodytemperature < INFINITY)
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if(on_fire)
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_3, used_weapon = "Fire")
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fire_alert = max(fire_alert, 2)
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if(species.heat_level_2 to species.heat_level_3)
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else
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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if(species.heat_level_3 to INFINITY)
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take_overall_damage(burn=HEAT_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 2)
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else if(bodytemperature < species.cold_level_1)
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fire_alert = max(fire_alert, 1)
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if(status_flags & GODMODE) return 1 //godmode
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if(stat == DEAD) return 1 //ZomgPonies -- No need for cold burn damage if dead
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if(!istype(loc, /obj/machinery/atmospherics/unary/cryo_cell))
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switch(bodytemperature)
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if(species.cold_level_2 to species.cold_level_1)
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take_overall_damage(burn=COLD_DAMAGE_LEVEL_1, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 1)
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if(species.cold_level_3 to species.cold_level_2)
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take_overall_damage(burn=COLD_DAMAGE_LEVEL_2, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 1)
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if(-INFINITY to species.cold_level_3)
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take_overall_damage(burn=COLD_DAMAGE_LEVEL_3, used_weapon = "High Body Temperature")
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fire_alert = max(fire_alert, 1)
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if(bodytemperature >= species.cold_level_2 && bodytemperature <= species.cold_level_1)
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take_overall_damage(burn=COLD_DAMAGE_LEVEL_1, used_weapon = "Low Body Temperature")
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fire_alert = max(fire_alert, 1)
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if(bodytemperature >= species.cold_level_3 && bodytemperature < species.cold_level_2)
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take_overall_damage(burn=COLD_DAMAGE_LEVEL_2, used_weapon = "Low Body Temperature")
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fire_alert = max(fire_alert, 1)
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if(bodytemperature > -INFINITY && bodytemperature < species.cold_level_3)
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take_overall_damage(burn=COLD_DAMAGE_LEVEL_3, used_weapon = "Low Body Temperature")
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fire_alert = max(fire_alert, 1)
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// Account for massive pressure differences. Done by Polymorph
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// Made it possible to actually have something that can protect against high pressure... Done by Errorage. Polymorph now has an axe sticking from his head for his previous hardcoded nonsense!
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